I have learned so much from Darkfox. I make it a point to come to his channel first when I want to see a tutorial on how to do something in the CK. I've even downloaded every video and have a library of them to refer to when I need to freshen up on something. Thanks for all your great work brother.
Thanks fora great series of videos on the creation kit ... This one needs a little warning label attached. Anyone creating a Mod should be aware that they need to create a profile that contains no other lighting mods before lighting their own mod... I fought for several hours trying to tweak the ambient light templates for the interior cell I created, before realizing I still had "Real Lighting Overhaul" enabled. In my case RLO was overriding the templates, and when I tried to make any adjustments the cell reverted to the Vanilla "no template" lighting. It drove me nuts until I figured it out.
Bloody hell so this is why my room with ancestor graves area for Dunmer's Ash Pits flicker like mad - I had 2 many candles with light on... And I was wondering why the heck it happens for so long... Guess I will get my arse to work and remove 2 much light from the room, thx for awesome tutorial.
Love you're content and have to admit that even though I've watched your content for several years, I hadn't (until now) subscribed. Better late than never I suppose lol. From you're accent, I'm guessing you're from the same neck of the woods as me ... Birmingham??
when fallout 4 came out i switched to pc downloaded the creation kit and had no clue what i was looking at, your videos helped me make my own interiors working buttons and more, i havent found any more helpful videos out there, but im having issues with interior lighting, not the lights i add but the lighting of the actual cell ive try different templates and its still not dark enough tried to turn down the ambient and everything and im getting no where
Try to uncheck the box for inherit ambient color in the Lighting- lighting template menu so your manually set directional ambient lighting values override the ones from the lighting template. Then set values for directional ambient lighting manually in its submenu, I've found values around 15-20 gives a dark feeling without being totally black (which is 0, I guess, eh).
I wonder about the light markers, do they have to stay inside the roombound. If they are larger (larger radius) than the roombounds, will this cause bad stuff to happen? I can't find the answer to this anywhere.
Quick question mate. I have a basement cell where I'm having lighting issues. I've tried reducing the size of the light to prevent as much clipping as possible but there are still dark areas. One issue I think I've identified is that lights from one side of a wall are probably cancelling lights from the other side (creating darkness) . I'm wondering if there is any way of dupilicating these walls and making them solid to prevent light from passing through. There is a setting in the static properties that says 'Obstacle' do you think that would stop this annoying effect. What we really need is a hemispherical that doesn't cast shadows so we can use more than four in a cell.
As far as I can tell the "obstacle" option doesn't seem to do anything. Just a matter of having to use less light sources and get the right mix of light types which won't clash. It's a pain and I've messed with it for hours without any solution to light flickering. You can always use the light templates for the cell to help brighten up dark corners of a cell.
DARKF0X127 Thanks. I'm tweaking and improving as it go. Having to remove actual light sources but leave lamp objects (to make it look nice). If I reduce the actual number of light sources I can brighten areas and improve the look. By the way I love your floors and have added them to my player home (Dragonborn Estate).
Just wanted to say that i stopped by because i've been curious about the directional ambient light tab, figured it might be talked about here, and you literally skip over explaining that tab......
Stumbled upon you 5 years ago. Now I'm back and needing to apply everything you have thank you
I have learned so much from Darkfox. I make it a point to come to his channel first when I want to see a tutorial on how to do something in the CK.
I've even downloaded every video and have a library of them to refer to when I need to freshen up on something.
Thanks for all your great work brother.
Thanks for the support Patriot 8)
Awesome tutorial. Much better than the one from Bethesda. Within the first 5 minutes of this video you practically answered any question I had.
Still using these tutorials even today. Super helpful! Thanks darkfox!
Thanks fora great series of videos on the creation kit ... This one needs a little warning label attached. Anyone creating a Mod should be aware that they need to create a profile that contains no other lighting mods before lighting their own mod... I fought for several hours trying to tweak the ambient light templates for the interior cell I created, before realizing I still had "Real Lighting Overhaul" enabled. In my case RLO was overriding the templates, and when I tried to make any adjustments the cell reverted to the Vanilla "no template" lighting. It drove me nuts until I figured it out.
Bloody hell so this is why my room with ancestor graves area for Dunmer's Ash Pits flicker like mad - I had 2 many candles with light on... And I was wondering why the heck it happens for so long... Guess I will get my arse to work and remove 2 much light from the room, thx for awesome tutorial.
Thanks Bethesda for making the light marker damn near invisible. It was just fine in Oblivion.
I thought you were about to mod Oblivion when i heard the music :) Thank you for the videos, very helpful all of them.
Thanks! This tutorial is much more helpful than the official Bethesda ones. :)
Thank you for another great and detailed video. You have undoubtably helped many get to grips with the CK.
Love you're content and have to admit that even though I've watched your content for several years, I hadn't (until now) subscribed. Better late than never I suppose lol. From you're accent, I'm guessing you're from the same neck of the woods as me ... Birmingham??
This helped me out so much, thanks for your detailed video!
Thank you, this tutorial is still valuable, to the point, well done!
Awesome! explained everything in perfect detail. Thank You :D
This helped immensely. I appreciate the detail.
when fallout 4 came out i switched to pc downloaded the creation kit and had no clue what i was looking at, your videos helped me make my own interiors working buttons and more, i havent found any more helpful videos out there, but im having issues with interior lighting, not the lights i add but the lighting of the actual cell ive try different templates and its still not dark enough tried to turn down the ambient and everything and im getting no where
Try to uncheck the box for inherit ambient color in the Lighting- lighting template menu so your manually set directional ambient lighting values override the ones from the lighting template. Then set values for directional ambient lighting manually in its submenu, I've found values around 15-20 gives a dark feeling without being totally black (which is 0, I guess, eh).
Btw, click on the "blue waterfall thingy" icon next to the on/off lightbulb button to simulate day and night lighting when adjusting time of day
How about the particle that lit from the candle, i want to add that thing
I wonder about the light markers, do they have to stay inside the roombound. If they are larger (larger radius) than the roombounds, will this cause bad stuff to happen?
I can't find the answer to this anywhere.
Quick question mate. I have a basement cell where I'm having lighting issues. I've tried reducing the size of the light to prevent as much clipping as possible but there are still dark areas. One issue I think I've identified is that lights from one side of a wall are probably cancelling lights from the other side (creating darkness) . I'm wondering if there is any way of dupilicating these walls and making them solid to prevent light from passing through. There is a setting in the static properties that says 'Obstacle' do you think that would stop this annoying effect.
What we really need is a hemispherical that doesn't cast shadows so we can use more than four in a cell.
As far as I can tell the "obstacle" option doesn't seem to do anything. Just a matter of having to use less light sources and get the right mix of light types which won't clash. It's a pain and I've messed with it for hours without any solution to light flickering. You can always use the light templates for the cell to help brighten up dark corners of a cell.
DARKF0X127
Thanks. I'm tweaking and improving as it go. Having to remove actual light sources but leave lamp objects (to make it look nice). If I reduce the actual number of light sources I can brighten areas and improve the look. By the way I love your floors and have added them to my player home (Dragonborn Estate).
Great tutorial, this is what I was looking for. Your accent is borderline Cockney, but it's cute to an American like me. ;)
Just wanted to say that i stopped by because i've been curious about the directional ambient light tab, figured it might be talked about here, and you literally skip over explaining that tab......
Lip smacking is gross.